why this sort of, but doesn't work?I'm just creating a group of buttons using imported pictures without having anything in the library.Here's the code I'm using:
[AS]clipArray = []; posArray = []; for (var k = 0; k<3; k++) {
I'm attaching as many instances of a MC as my xml child nodes length.So basically never know how many of them would be on the stage.Each MC receive actions to perform, nothing fancy and it basically works.But what I want to do is to know when the user has clicked once on any mc so this latter gets 'not enabled' until another MC instance gets clicked. (so my previous MC instance gets enabled, it acts like radio buttons )The point is I know how to do it when the total of instances is defined.I also know the basics of a loop , but I cannot figure how to set up a "toggle" to gets this 'radio button group behaviour
I recently learned how to use gravity so I made a bouncing balls program but I have an issue with the interaction between the frame timeline code and the class.The problem is that when I create instances with a timer, I declare the variable inside the timer function. And I want to add a blackhole sort of thing when I click down on the stage but I cannot access the object from the blackhole function since it's declared inside the timer.
I'm trying to parse an XML file, and use it to create instances of a custom class the fly in actionscript 2. (can't migrate to 3 for this project).I'm trying to make something happen like:
Code: for (var i:Number=0; var<n; var++) { instanceName="MyObject"+i;[code].....
Which doesn't work.When it's all done, I need to have n objects named MyObject1, MyObject2, ..., MyObject(n).
i created lil bit complex button (for me ) and i want to use that button lets say 6 times, but what i want is every other button have different text.i tried everything and i failed, ill attach my .FLA a quick explanation:i have master mc_homeContainer,when u enter there is a label called btn text,when u enter in that button text u r now in sprite 58.in that sprite i want to but 6 keframes and each to contain different text. lets say keyframe 1 is home, keyframe 2 is about us etc.and then how can i call that text when i put 6 instances of mc_homecontainer to main stage.WOW i complicated all
Here's a piece of script I would like to condense into a single loop where the number of instances created would be dynamic:
Actionscript Code: //create instances of Door objectvar door_1:Door = new Door();var door_2:Door = new Door();var door_3:Door = new Door();var door_4:Door = new Door();var door_5:Door = new
My project downloads an array from a MySQL server that has URLs for pictures in it. Part of my script then downloads these pictures and splices the array (removing the URL and replacing it with the bitmap). Now i need to use those bitmaps on the stage but i need two instances of the same bitmap at the same time, and it seems like flash is having a problem with this.
How do i create two instances of the same array bitmap?
For example if I wanted to do something like make a function which is used to spawn multiple instances of an enemy movie clip.[code]do this a specified number of times.How would I go about doing something like this? And what is the syntax for referring to these generated movie clips from outside of the movie clip (so i could do things like remove them, change x/y,alpha, ect, individually)I really just don't have an intuition for how movie clips actually work in actionscript, and its been holding me back a great deal.
I'm running into a roadblock with creating multiple instances of a movie clip. I'm trying to display a series of boxes across the bottom of the stage. The number of boxes are determined by _global.maxStep[_global.sectionNum]. I have a movie clip called StepBox that will serve as the template for each box. In the StepBox movie clip is a dynamic text box called stepNumText, which I want to set to the value of the counter. The problem I have is that I've only ever used attachMovie, but there is no movie for it to attach to. I tried using Content since that's the name of the layer this is in, but I know that doesn't make sense (and it doesn't work).
Code: _global.updateBoxes = function() { var curr_box; for (i = 1; i <= _global.maxStep[_global.sectionNum]; i++) {[code].....
I create 3 instances of the class below. I need to find a way to call them with a delay so they get added to the stage one after the other. Is there a class that lets me queue up functions? Or an economical way to do it with the functions built into flash.
I created a custom class (no arguments needed for constructor) and I wanted to create an instance of that class that can be accessed by AS from aywhere inside the SWF (i.e. globally from any function or class).So far the only way I can think of doing that is to create the custom class with an associated MovieClip Symbol, drag an instance of that MovieClip Symbol to the stage, and then give it an instance name. It seems like I can then use the instance name to access that class instance anywhere.
I'd like to create a chain of objects (either movie clips or sprites) that move left to right across the stage continuously. I know I can create two movie clips that contain a series of several 'chain links' and are each a little wider than the stage width. Then I can move both clips across the stage and when the first movie clip is completely off stage reset its x position back to 0. Likewise, when the second clip is completely off the stage on the right, reset it's position off the stage to the left.
This works and gives me the basic effect that I want by creating this uninterrupted moving chain, but it doesn't seem like its the most efficient way to achieve this. What I thought would be more efficient would be to create each link in the chain separately from an individual mc in my library by programmatically adding new instances to the stage.So, I created a single chain link mc and set its export linkage to 'Link' and left the base class to flash.display.MovieClip. Next, I placed the following snippet of the code on the first frame of my movie:
I've been testing what you can do with loaded content lately and I'm trying to use the 'new' keyword to create new instances of a loaded swf. For example...
ActionScript Code: function onLoadComplete(e:Event):void{ var loadedSwf:MovieClip = e.currentTarget.content;
I want to have a number of scenes with video players on each. Pasting means I get problems with duplicative functions. I am okay with creating new instances, but still run into duplicative functions (like onMetaData) I just can't seem to get around. Is there an elegant way of telling flash at the beginning to create all new nc, ns, etc?
Below is partial code (the part that is the problem). // Video setup var nc:NetConnection = new NetConnection(); nc.connect(null); var ns:NetStream = new NetStream(nc); ns.addEventListener(NetStatusEvent.NET_STATUS, onStatus); [Code] .....
I'm modifying a flash slideshow (actually the one from kirupa.com) and among other things, I'm trying to get it to generate small LEDs depending on the number of images the script finds in the xml file. I intend to make them light up depending on the image currently up (i.e. image #5 lights up led #5) and allow users to click on the LEDs to jump around between images.
The problem I'm having now is that I can't get the file to generate more than one LED at a time. In fact, it seems to only generate the last LED needed and places it in the final LED position. My only real guess at this point is either I'm not indicating a new depth properly, or I'm creating the new movieclip over and over again but not actually creating a duplicate of it, or something like that.[code]...
I have a number of loader instances (loader1, loader2, loader) which I will use to load pictures. I tried to create a loop and run the command for(var st=1,st<4,st++) { _root.movie_clip.loader+st.load("picture.jpg"); } The concatenation "loader+st" doesn't seem to work. Is it not supported in AS2.0?
I am creating multiple bitmaps within a loop, and placing them inside their own MovieClip. I then have another MovieClip in the Library which I am calling and putting inside the MovieClip generated for the bitmap. Alas I cannot get multiple instances to work of the MovieClip from the Library. I think it must be my syntax in the following code..
Code: for(i=0;i<10;i++){ this['bmp'+i] = new BitmapData(etc,etc) this['box'+i] = new Bitmap( this['bmp'+i] );
I have created a movie clip which contains a button and a dynamic text field, instance name "anwTxt". In the dynamic text field I entered just the word "field" and set the the following in the properties window: multiline=true, wordwrap=true, font=16, font color=white.I then dynamically create multiple instances of this movie clip at run time, populating the text field from the contents of a user defined array. However if the text inserted from the array is to long it is simply cut off, instead of continuing on to a new line. Does anyone know why the field will not generate new lines, or have another solution to this issue?
Supporting info:
Code: Comments to explain //inside a for loop[code]....
Using "holder2.anwTxt.multiline = true;" has no affect. If I attempt to alter the height or width of the textfield (ie.holder2. anwTxt. height = 400 I recieve the error "thats a read only property"
I am trying to do: [URL]. This is a little webpage I'm building as I learn more and more flash. I am at a point where I need to link .mp3 files to the buttons on the "Dan's Top Songs Playlist". If you like, you can download my flash file here: [URL]. I am working with ActionScript 3.0. The buttons in the Media Player are all instances of the same button. How do I tie each button to a different .mp3 song to play when clicked (and stop when another song is clicked or the pause button is clicked)? Because of the size of song files, I'd like to stream it. Also, is there any way to use the "repeat" symbol to just play all the songs in order and the "shuffle" symbol to play them in random order? Attachments: fbar.zip (1.8 MB)
I am creating an app using CS4 flash. I have it calling an asp containing xml with from 1 to 30 records. The xml example at the bottom has 3 records.I was hoping someone would be able to tell me the code needed for my swf to check how many records there are and generate that many "pages" from a page template, with the data dynamically entered into text boxes on each generated page.I have included the method i am using to call the xml.[code]
i made a custom class where i would like to create x instances of a movieclip. But the following doesn't work:
[Code]...
I keep getting the error: Scene 1, Layer 'Layer 1', Frame 1, Line 5 1119: Access of possibly undefined property Collector through a reference with static type CustomClass.
I thought would be coded like this: var sp:Sprite = new Sprite(); sp.graphics.beginFill(0xFF88CC); sp.graphics.drawCircle(0, 0, 50);
[Code]....
however, I realize even tho im looping that addChild method, its still adding sp, so do I add a new naming convention in the loop, or should I be adding these instances to another display object.... this seems like such a simple thing to do yet I cant figure it out, I also want to randomize the x and y, but this first seems to be the issue I need to address.
I'm trying to create a simple ripple effect made of circles created using the drawCircle() method. Afterwards I animate the circle by changing it's size and alpha value. The final radius of the circle and the position is random.
How do I create multiple circles/ripples?[code]...
if it was by any means (LocalCOnnect?) possible to create a footer that will 'talk' or interact with other instances of it on the same page... Now I know there is one problem because it's actually the same swf file